Andrew Lesley, Barwood Donna, Boston Julie, Masek Martin, Bloomfield Lauren, Devine Amanda
270 Joondalup Dr, Joondalup, WA 6027 Australia School of Nursing and Midwifery, Edith Cowan University.
Joondalup, Australia School of Education, Edith Cowan University.
Educ Inf Technol (Dordr). 2023;28(5):5519-5550. doi: 10.1007/s10639-022-11414-9. Epub 2022 Nov 4.
Digital gaming has broad appeal globally, with a reported 2.7 billion gamers worldwide. There is significant interest in using games to enhance learning, with 'serious games' being included in classrooms to engage adolescents' learning across a range of domains. A systematic scoping review of serious games used for health promotion with adolescents was conducted to identify serious games, review the methods used to evaluate these games, and outline evidence available to support the efficacy of these games in improving knowledge, beliefs/attitudes and behaviours in the target groups. Player engagement/enjoyment was reported if assessed. A total of 21 studies were found to have met the inclusion criteria domains: 'healthy lifestyle' 'sexual health' and 'substance use'. A heterogenous approach across studies to game design and development, duration of game play, use of a control group and measurement of outcome(s) was observed. Game efficacy was difficult to assess due to broad generalisations and lack of consistent evaluation methods. Several studies demonstrate serious games can be engaging and pedagogically effective as a learning device and behaviour-change agent. Several studies, however, had less rigorous evaluation and lacked longer-term follow up. The ability for developers to demonstrate positive short- and long-term impacts of serious games with high-quality evidence is essential to the ongoing acceptance and use of these serious games as part of the school curriculum.
数字游戏在全球具有广泛吸引力,据报道全球有27亿游戏玩家。人们对利用游戏促进学习有着浓厚兴趣,“严肃游戏”已被引入课堂,以促进青少年在一系列领域的学习。我们对用于青少年健康促进的严肃游戏进行了系统的范围综述,以识别严肃游戏,回顾评估这些游戏所使用的方法,并概述支持这些游戏在改善目标群体的知识、信念/态度和行为方面功效的现有证据。如有评估,会报告玩家参与度/游戏体验。共发现21项研究符合纳入标准领域:“健康生活方式”“性健康”和“物质使用”。研究中观察到在游戏设计与开发、游戏时长、对照组的使用以及结果测量方面存在异质性方法。由于概括宽泛且缺乏一致的评估方法,游戏功效难以评估。多项研究表明,严肃游戏作为一种学习工具和行为改变媒介,具有吸引力且在教学上有效。然而,有几项研究的评估不够严谨,且缺乏长期随访。开发者有能力以高质量证据证明严肃游戏的短期和长期积极影响,对于这些严肃游戏作为学校课程的一部分持续被接受和使用至关重要。